On Sat, 9 Nov 2013, Onno Meyer wrote:

Johannes replied to me:
Good question. The classic picture of a chariot has 1 or 2 people in it.

I thought the classic light chariot had two, driver and warrior,
while the classic heavy chariot had three, driver, warrior, and
shield bearer. A chariot with a single driver would be a racing
chariot, not a proper war chariot.


Seems like i somewhat missed the heavy chariot. Propably because about all my chariot research was for my roman campain, where there are racing chariots, and AFAIK light chariots in the arena.

An other point to consider is, that for that vehicle, stats for being
loaded with additional passangers would be of interest, as such a thing
might easily happen in a game. Not only prisoners hanging on it in a
harness, but also if the pcs steal a chariot as getaway vehicle, they
might try all to cram in/on it, regardless for how many people it is
certified for.

Several issues here:

* The stats for one roomy standing room are exactly the same as
 those for two cramped standing rooms. If the EO demands roomy
 standing room, two less demanding PCs can squeeze in.
* Just how much spare contragrav capacity would a chariot have?
 I'm thinking of it as an "executive toy" writ large, not as a
 serious vehicle. You can still turn it to a serious purpose,
 like an escape vehicle for player characters.
 http://en.wikipedia.org/wiki/Executive_toy


Would not loaded weight and derived stats such as top speed be different? My thought was, that if it is to be expected, that most in play use would differ from use according to specs, as would most likely be the case here, that it would be convenient, if thoose stats where that makes a difference are supplied for a number of expected uses.


By the way, I'm hitting a bit of a writer's block when it comes
to the small gateship. Is it the "Light Grav Gunship" with most
of the action in the cockpit, or is it a "Recon Shuttle" which
shuttles dismounted scouts around?

Regards,
Onno


The human one? I usually can come up easier with adventures that follow the pattern "Go somewhere with the vehicle, and do stuff on foot there", then adventures that center around the operation of the vehicle. Getting the pcs out of the vehicle also means it is easier to create situations, where pcs other then the commander do make actual decissions.

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